If you make a robot via the crafting table in the armory, and make it follow you outside, it almost instantly crashes. I'm 100% sure it's coming from these addons. Crashes with Main File 1_2. It does not crash when uninstalling this addon. (I only tried it with Sentry Bot)
hey sorry man, probably not. I get like 70 downloads a month on this mod so people just don't really care that much. If it were a quick fix I would definitely do it, but I don't even have fallout installed anymore. Again, sorry about that.
they're just a couple of rooms I never got to because of the lack of community demand. However, the funding part is what allows you to run the simulations
Tks for reply man. Just one more question: Your mod is compatible with the DALCO Fixes? I will try to do a addon to you mod, to add the CALIBR ammunition buy option too.
Hi, since I've installed your modification, I've noticed some strange bug during enemy attack on my base. Everytime when the enemies spawns, there's a heck of a lot of Aliens - I've already tried relaunching game, changing mod instances, re-enabling etc. etc. but it seems nothing worked at all. These Aliens obviously engages other randomized units (Raiders, Enclave etc.) and drops a tremendous amount of gear and fact, that my stupid Guards abandons their posts and picks all of the equipment slightly breaks my gameplay right now.
Please, let me know how to fix this problem - I don't want to screw anything, because I'm not familiar with inherited mod structure :/
In my opinion, type of spawned units should be dependant from our game progress, not globalized.
Last, but not least - can you explain, how this additional Vault works (features, stability, usability), because I've put around 2k caps into this business and yet I don't have access to the rooms on the left.
Nice mod it certianly feels like the hideout has benifitted from this mod but i have a few ideas and one issue with this. The issue I am having is that the exit to rivit city is actually not leading anywhere only to the base outside (i thought it would lead the player close to the entrance to the city. Also my ideas I have is option to remove carpets, BoS outpost or Outcast outpost, (buildable) but other than these this is a great mod :O thank you for your hard work
Thank you I appreciate the support. The vault escape was meant to be more of a place holder while I build a cell that would be a lot more exciting. But the idea behind it is more of if your base goes into lockdown because enemies have made it in you have a way to escape if they are too difficult to kill.
- if you are referring to the Rivet City Shortcut, that is another thing entirely from the vault escape
Oh I see, also does each update of this mean that i will have to restart my save game all over again ? After playing with this mod on I have noticed a few more things that could be improved on, when the alliance is established two brotherhood members spawn, but I have noticed that there is no option to heal them after a battle :O there are other things that could be added but I am unsure if the FOSE would be needed for them. In the New Vegas Underground hideout the author made things spawn inside the home once a certain quest was complete, would that be possible for Fallout 3 ? D: that would be amazing. Another thing that I could suggest is that when the you have an alliance the vertibird drops in troops wearing laser rifles and power armor (depending on the facton)
No, usually all you would have to do is simply install the newest version. However, there may be cases in which you have to do a clean install of my mod. I will implement the same healing method as with the guards. I have also had other requests to make things spawn in the base as the player progresses and will work on that.
oh, i see thanks for clearing that up. Also sorry to blow aload of ideas on you at once but I have a ton;
- The second enterance door (brown utility) this could be replaced with the nice clean utility door from DLC operation anchorage (oucast brortherhood base) the door from there is white and yellow, also i think the armory floor would be nice with the yellow and white flooring from that base too. - Maybe one or two vault residents (player can recruit certain NPC's through the wasteland for this to work and once it happens they get given the underground vault jumpsuit - also the incinerator at the front, once this goes could it turn items into scrap metal like it does in the new vegas version of the hideout - more options for buildable items in the base
1. Unable to open clothing accessories crate (top crate in armory storage). You can click to open but it just stays shut. Makes retrieving items like Button's Wig impossible.
2. The bedrooms and bathroom doors are shut and say [inaccessible].
3. Simulation says it's not working and the mainframe note disappears when I pick it up.
4. Carpets won't re enable after removing them.
5. Nothing in the extras section of both terminals appear after enabling them.
The container bug will be fixed whenever I release the new version. The bedroom doors are part of the performance options, they get temporary disabled. They will come back once you turn off the performance options. Other than those two things, I don't know what's happening with the rest of your problems. I did notice one carpet doesn't get disabled but that will be fixed too.
I figured out that all I had to do was disable then reenable the mod for the stuff to work. I'm not entirely sure what went wrong but it all works now (well except that container but that's out of my hands right now). Looking forward to the next update.
I noticed this a few days ago, but forgot to pass it on to you. It was an issue left in the mod by the danthegeek, not you. But you may be able to patch it up?
Some terminals in the game now say "Welcome Jonathan" when you use them. Jonathan was the guy in the original quest to get the key for the hideout and is the guy addressed on the hideout's terminals (eg the one in the simulation pod room).
For example, if you use the terminal in the Super Duper Mart, it will greet you with a "Welcome Jonathan" message.
I am having an issue with the CONELRAD addition. When I try to play CONELRAD the game crashes to desktop and I do not know if it is a load order issue or what. Please and thank you if I get a response.
If you make a robot via the crafting table in the armory, and make it follow you outside, it almost instantly crashes. I'm 100% sure it's coming from these addons. Crashes with Main File 1_2. It does not crash when uninstalling this addon. (I only tried it with Sentry Bot)
67 comments
Atomic Bomb in bedroom
Video: https://www.youtube.com/watch?v=h_E6Cqb-D80&feature=youtu.be
Tks for you work.
Everytime when the enemies spawns, there's a heck of a lot of Aliens - I've already tried relaunching game, changing mod instances, re-enabling etc. etc. but it seems nothing worked at all. These Aliens obviously engages other randomized units (Raiders, Enclave etc.) and drops a tremendous amount of gear and fact, that my stupid Guards abandons their posts and picks all of the equipment slightly breaks my gameplay right now.
My current modification list:
Fallout3.esm
Anchorage.esm
ThePitt.esm
Zeta.esm
BrokenSteel.esm
Project Beauty.esm
PointLookout.esm
Unofficial Fallout 3 Patch.esm
EVE.esm
Vault 101 Revisited.esm
UndergroundHideout.esp
UndergroundHideoutExpanded.esp
ProjectBeauty - Broken Steel.esp
ProjectBeauty - Point Lookout.esp
HZSmoothLight - FO3.esp
Fellout-Full.esp
dD - Enhanced Blood Main.esp
BrokenSteel2.esp
Existance 2.0.esp
EssentialFollowers+Caravans.esp
Dogmeat Leather Armor - no crafting.esp
LeatherBackpack - eng.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
BlackWolf Backpack - Blank's Container Patch.esp
ColtM4Carbines.esp
Dragonskin Tactical Outfit.esp
Conelrad 640-1240.esp
UndergroundHideout_CRAD_Addon.esp
Please, let me know how to fix this problem - I don't want to screw anything, because I'm not familiar with inherited mod structure :/
In my opinion, type of spawned units should be dependant from our game progress, not globalized.
Last, but not least - can you explain, how this additional Vault works (features, stability, usability), because I've put around 2k caps into this business and yet I don't have access to the rooms on the left.
Cheers, j.
The issue I am having is that the exit to rivit city is actually not leading anywhere only to the base outside (i thought it would lead the player close to the entrance to the city. Also my ideas I have is option to remove carpets, BoS outpost or Outcast outpost, (buildable) but other than these this is a great mod :O thank you for your hard work
- if you are referring to the Rivet City Shortcut, that is another thing entirely from the vault escape
After playing with this mod on I have noticed a few more things that could be improved on, when the alliance is established two brotherhood members spawn, but I have noticed that there is no option to heal them after a battle :O there are other things that could be added but I am unsure if the FOSE would be needed for them. In the New Vegas Underground hideout the author made things spawn inside the home once a certain quest was complete, would that be possible for Fallout 3 ? D: that would be amazing. Another thing that I could suggest is that when the you have an alliance the vertibird drops in troops wearing laser rifles and power armor (depending on the facton)
- The second enterance door (brown utility) this could be replaced with the nice clean utility door from DLC operation anchorage (oucast brortherhood base) the door from there is white and yellow, also i think the armory floor would be nice with the yellow and white flooring from that base too.
- Maybe one or two vault residents (player can recruit certain NPC's through the wasteland for this to work and once it happens they get given the underground vault jumpsuit
- also the incinerator at the front, once this goes could it turn items into scrap metal like it does in the new vegas version of the hideout
- more options for buildable items in the base
2. The bedrooms and bathroom doors are shut and say [inaccessible].
3. Simulation says it's not working and the mainframe note disappears when I pick it up.
4. Carpets won't re enable after removing them.
5. Nothing in the extras section of both terminals appear after enabling them.
I figured out that all I had to do was disable then reenable the mod for the stuff to work. I'm not entirely sure what went wrong but it all works now (well except that container but that's out of my hands right now). Looking forward to the next update.
I noticed this a few days ago, but forgot to pass it on to you. It was an issue left in the mod by the danthegeek, not you. But you may be able to patch it up?
Some terminals in the game now say "Welcome Jonathan" when you use them.
Jonathan was the guy in the original quest to get the key for the hideout and is the guy addressed on the hideout's terminals (eg the one in the simulation pod room).
For example, if you use the terminal in the Super Duper Mart, it will greet you with a "Welcome Jonathan" message.